Illrigger
It is said that “the enemy of my enemy is my friend”. Illriggers take that to the next level. They make otherworldly pacts with the denizens of Hell to further their fight against evil. They wade through temptation and danger in order to gain the power to destroy their foes. Many Witchers lost their souls in the attempt to make an airtight pact to empower Illriggers safely (Well mostly safely). Witchers of the School of the Viper make up a majority of Illriggers.
| Devil | Pact |
|---|---|
| Amnizu | A pact with this treacherous Devil includes a series of tasks that must be accomplished during your lifetime or your soul is forfeit. Luckily the pact dictates that the tasks must be possible. |
| Pit Fiend | A pact with this enigmatic Devil includes numerous clauses in which it can request favors for its obviously nefarious purposes. Luckily the pact dictates that backlash for refusing most requests is minimal. |
| Red Abishai | A pact with this inspiring Devil is almost intoxicating. It drives you to battle and to adore it. Luckily certain guards are in place to keep you from losing your sense of individuality. |
Subclass Features
Devilish Pact
You have formed a pact with a few select Devils that have been chosen for their
Vile Seals
You can use seals full of the power of hell. When you make a successful melee attack or unarmed strike you can place a seal upon the target as a bonus action. When you place a seal and when you deal additional combat damage to the target they take 1D6 Fire damage for each seal they have. Seals can only trigger once per placing of a seal and once per attack each turn. Seals last for one minute and then vanish.
You can place a number of seals per long rest equal to your Proficiency Bonus.
Tongue of the Devils
For better or worse your pact granted you some knowledge of the Devil you pacted with. You learn two additional languages and you become Proficient with Deception, Intimidation, or Persuasion.
Syphon Vitality
You have learned to leech off others much like the Devil you pacted with. You can use an action and choose a target within 60 ft of you that you can see and make a spell attack and you deal the target 2D8 Necrotic damage and you regain that many hit points on a successful hit. You can use this feature once per long or short rest.
Skirt Danger
You can preserve in extreme situations. When you fail a saving throw you can use your reaction to reroll the save and take the new value. You can use this feature once per long or short rest.
Greater Syphon Vitality
When you use your Syphon Vitality feature you deal 2D10 damage instead.
Devilish Transformation
You can take on the features of a Devil as you take on the full power of the pact. As an action you grow horns, a tail, wings, and claws for one hour. During this time you have the following features
You gain a Flying speed equal to your movement speed.
You can see through magical Darkness as if it was Dim Light.
Your unarmed strikes deal 1D6 Slashing damage and 1D8 Fire damage.
You gain Resistance to two of the following damage types: Cold, Fire, Necrotic, and Poison.
Your Vile Seals damage die becomes a D8.
Superior Syphon Vitality
When you use your Syphon Vitality feature you deal 2D12 damage instead.